Jump to content

katanamaru

Members
  • Posts

    615
  • Joined

  • Last visited

Everything posted by katanamaru

  1. JA. The addition of a staff saber in sp sealed the deal. The 'playermodel' and 'saber' commands just made it that much better! Custom characters and more saber fights!
  2. I was talking about the animation and not the effects. I don't have any efx file/mod to test my animations with. Since there is only 1 push animation I made it the one-handed version so it works with the saber out. If a two-handed push is coded I'll gladly make it. It could be up to others to make the effects though. I'll help where I can though. I'll be making a post once I get MT up with the questions I have. I may be able to figure some stuff out on my own, but I figure if I start asking questions, even if they are easy, then we'll have a thread that other potential animators can read up on. I want other animators to show up so that large projects and be taken up by more people. I felt a little bad for Hirman when he was the only animator for JKG...
  3. Is that possible with Mod Tool 7.5? That's very cool! I've downloaded it along with Mini's rig, but I didn't get to try it out yet. So far I'm using Dragon until I get MT set up. Normally I preform the movements infront of a mirror a few times to see what looks good while being realistic. I have really good feel for kinesiology so I understand the angles at which my joints need to bend and be placed.
  4. Well my backhand styles mod had new push and lightning animations. Mainly to correct where the left hand saber was pointed. What did you have in mind?
  5. @@Mandalorian: You have a cover animation that moves the character to the side replacing the crouch animation? @@eezstreet: You are correct. I never use the lean function, but Mandalorian gave me the idea so I decided to try it. I never used lean in FPS because it is easy to step out and back into cover.
  6. Right now 'lean right' is 'take cover on the right.' Like in the picture. I'm thinking what if 'lean right' was take cover to the left. That way if the player starts shooting they will strafe out the correct direction to hit their target.
  7. Here is my roughdraft of the dodge: Standing in place Now to take cover It is buggy so don't worry about that (like the gun position.) I'm going to go ahead and work on this. I'll make the player move about two more body lengths to the side, or more if people want. It isn't perfect for cover because of the way JA handles the dodge. Mechanically you MUST stand still. Then you can hold 'use' and A and D to cover. If you shoot while in cover the character will start strafing in the direction you are holding. So you MUST let go of the A or D, make your shots, and then go back into cover. There is only one dodge animation so pistols and rifles will all be held the same way. I've got a more neutral cover stance planned now. Interesting idea popped in my head right now! What if instead of D being cover right it is cover left? That seems backward, but if you press shoot you will move out of cover firing. And A would be cover right. Ponder this. I'll do it either way.
  8. Great work guys! All your efforts into this are super-ultra appreciated!
  9. Deadly sight and destruction were fun. Maybe not cannon, but fun.
  10. Any other HEMA, ARMA, or WMA practitioners here?

    1. eezstreet
    2. katanamaru

      katanamaru

      People who practice European martial arts. If there are maybe we can discuss a fighting style.

    3. CaptainChar

      CaptainChar

      oh when you mentioned ARMA I was thinking of the game and WMA is a media format >.>;

  11. Sorry Eezstreet. I worded my post wrong. I was wondering if someone could show me in OJK where saber transitions were, because I plan to use OJK as it becomes available, but don't intend for my request to be implemented into OJK. For the seperating of the movement and stances I was wondering if that would be possible to do in OJK after it was finished, but not as a direct feature necessarily. If I'm still off topic I'm sorry.
  12. Could someone direct me to the place where the way saber transitions are connected to animations please? I want to see about changing saber spin transitions into saber arc transitions. Not for OJK, but for future mods I'll be working on. Also, what would it take to seperate animations like runs, walks, and stances from existing animations? EX: sabes all use BOTH_run2 and BOTH_runback into BOTH_run_medium BOTH_runback_medium
  13. I HAVE BEEN SUMMONED! Mini's got the main point. In order for the communitty to grow we need people to take the time to learn some part of modding. I only learned to animate because no one made a JK inspired run animation. If someone like Hirman had made one I may never have tried. I also don't mind helping when I can. Heck the whole backhand animations were a communitty request I took up. Plus other request people had. The main thing I hope to accomplish when I take up a request is to let the person see how easy it was to do. That way the next time they need a stance or whatnot they may try themselves.
  14. Yeah I've tried the Upper vs. Both way before. If it worked it'd be badass. I tried it with saber transitions to try and get rid the spinning transitions (which are the BANE of my animating existance!)
  15. These were some of the first animations I made and it shows Yours are a lot better. I was using my military training as a base. The chief that showed us told us to keep our shoulders level and chest forward. He is also holding the gun about chest height so that it looks like the 1st person view. At the time I didn't know how to fix the 'leg up' animations (actually I didn't know about them at all) so I had to keep his lower body the same as the default stance. I'll go back and check out the different stands again since I don't remember all their details. A stance like that is badass and could be made to fit with the rifles too, but I'd have to make a similar both_stand1 stance.
  16. Found my rifle reload! Only worked on the rifle, so no pistol. Some other gun animations I did: Running with the gun in 1st person via a mod. Running with the rifle: Comparing my gun animations to JA 1st person models: JA default Mine shooting Pistols JA Mine
  17. When I finish a style it is free for anybody to use. I'd like some credit or to be contacted just as a fyi, but that is not mandatory. The only thing I don't want is someone to take a complete style and change one thing, like the stance, and call the whole thing their own. I'm thinking of a few of these, or at least making it possible to add guns to Tavion and Desann style. So my style would be a 'yellow' style.
  18. The gun is imported just like a saber is. I copied the model and texture path the same way a saber is done. The box that has all the bones listed? It's always there when I open Dragon. I have to expand it every time though.
  19. Scary and gross! I like it!
  20. Here are some screenshots of some styles I'm interested in making. I've wanted a saber and gun ever since the Quinlan model came out. Saber pointed out. Better for looks, but less tactically sound: Saber pointed in: Just teasers for now. I'll post some more next weekend. Hint: <<<<<<<<<<<<}+++++{>>>>>>>>>>>>
  21. Yeah I'm trying to learn things looking at the code. I did a semester of BASIC about 10 years ago in college so I'm not completly lost. Just mostly. I'm finding variables that will be worth changing for some test mods. It's fine to keep this here. I'll help in anyway I can.
  22. Way to go Ibonek.
  23. Man I can't wait to dl this tonight and start looking at it! I always told myself that when JA SP code was available I'd make an honest attempt at learning it. Keep posting little things you find related to sabers, force, and/or animations in general you may find please.
  24. WTF to the saber only option. Where? Mod maybe? MP?
  25. Yeah the breaking of the gaurd is a little silly, but that will be useful for saber styles I'm pondering right now.
×
×
  • Create New...